Index

  1. Roll Survival 8 vs. Nav DC Navigator/Lulu
  2. Roll Perception 21 to detect terrain Surveyer/Drakor
  3. Roll Perception 5 to detect encounters Lookout/Chuck
    • 15-20 Get a chance to avoid or approach.
    • 1-5 Instant combat encounter, possibly surprised.
  4. Roll Survival  10 to see 1 hex away Scout/Wim
    • Navigator gains advantage
  5. Roll Survival vs. Forage DC Forager/Drakor

4 hexes a travel day or 160 miles total.

Soul Coin Carl McCormik | Human | 50 | Baldur's Gate | Sold soul during a midlife crisis.

Random Event per 2 Hexes - 9
1-10 - Combat | 10-20 - Social

Roll Weather each Hex 3 Choking Smog | Thick, noxious fumes fill the air. They may have a source (like volcanic clouds rolling off the mountains) or they may seem to rise from the ground or even just spontaneously emerge from the air itself. At the end of each watch, creatures must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Creatures who are resting gain advantage on the saving throw. Creatures with resistance or immunity to poison automatically succeed on the saving throw, as do creatures native to Avernus.
This weather lasts for 1d20 hours in that hex.

Plot Encounter - Press Gang
Social Encounter - Fapplestamp Twins
Combat Encounter - Infernal Pursuit

  • Long Rest + Corruption/Exhaustion Healing = Cities or Buildings Only
  • Regain hit die. Roll activities and add bonus if success.
  • Remove 4 rations + 4 water
  • Roll Corruption
    • DC 14 or DC 18 in Red Zones
  • Read Traxigor’s Notes
  • Read Trials of Asmodeus
  • Dreams
  • RP moment with watch
DC Camping Check
5 Safe, dry land is easy to find / the weather is clear
10 A campsite requires effort to find / there's bad weather - rain, heavy fog, etc.
15 It's hard to find a safe campsite / the weather is terrible - heavy rain, a fierce storm, howling wind




Lulu


Travel

  • 1 Hex = 40 miles (side to side/corner to corner), 1 soul coin = gas for 1 day
    • Vehicle - 10 mph/240 mpd or 160 mpd with rest
    • Foot - 3mph/72 mpd or 48 mpd with rest
    • 20 miles of progress to exit a hex through one of the two nearest faces
    • Travel per Hex = 4 hours, On Foot = 12 hours
      • Vehicle - 4 hexes a day
      • Foot - 1-2 hexes a day

Watches

  • 8 hours rest (2 watches)
    • Long Resting out in the open means does not heal heal corruption or exhaustion.
    • Safe place to rest: Knucklebone, Emporium, any place they take over.
  • 14 hours active (4 watches)

Rumors

The merrenoloths say the silted souls of the river styx cry with more anguish than usual- possibly because they sense something deeply wicked travelling their waters.

Food

  1. Fire Fungus - edible but tastes bad, you find it in craters that the fireballs from the sky leave
  2. Stench Kine - looks like cows, but have monstrous growth growing out of them that glow and pulse red
  3. Fhorges - kinda like weird monster boar
  4. Abyssal Chickens - A fleshy creature with two chicken legs, no eyes, snarls
  5. Bloodthorn Vines - a bloodsucking vine that attracts stirges, so while not edible themselves its a good way to trap food or a good foraging random encounter
  6. Stinkweed - the main grazing for stench kine and possibly edible in general (unconfirmed)
  7. Razorvine - the kudzu of the Outer Planes, can be fermented into heartwine, a popular infernal beverage)
  8. Yellow Flower - Grow in rocky plains, these are small, and the flowers bloom rarely. When they do, they are actually a brilliant Violet (it is the stem and leaves that are yellow) and they light up the night. These flowers are quickly harvested as they are extremely poisonous.
  9. Demon Blooms - Carnivorous Fungi that grow from the corpses of great dead Demons
  10. Fire Fungus - Warm and wriggling red growths that blooms in recently scorched sand, found over the plane and although disgusting its surprisingly edible.
  11. Spike Seeds - Huge hanging pods of disgusting but edible juice hang from this vine. Maroon hard skin and a lime green interior with the texture of oatmeal.
  12. Long-forgotten skeletons of heroes long gone, they might have some rations on them

Messages

  • 'Your message may be monitored for quality assurance purposes.'
  • “Hello! This is Avernian Call Center 18. Operator Hax speaking. Who would you like to reach?”
  • “Any manner of communication in Avernus is monitored by our services. We are honored to serve as Zariel’s eyes and ears. Long may she burn.”
  • “Our headquarters is located in Ward 2 of Vigil. Please forward any complaints to our legal department.”
  • “Have a dreadful day!”

Corruption

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Avernus has severe corruption, DC 15 Wisdom 18 in red zones
2 points = Mild Effect, 5 points = Moderate Effect, 10 points = Severe Effect, 12+ = Death

Lesser Restoration cures 1 point, Greater cures 3 points.
Burney provides this service in Act 3. Lesser for free, but only for low evil characters.

Player Corruption Effect
Chuck
Drakor +1
Siegbert +1
Wim +2

Dreams

Drakor

  • You see flashes of red and gold, the shimmer of draconic eyes, and the familiar sound of your mother’s voice, humming a familiar lullaby. Then blood, crimson red, seeping into your eyes. Your mind. Those five heads with glowing eyes.
    • Tiamat’s Crown can now target up to 3 allies. When inspired, the target gains 2d6 hit points.
  • At the summit of a hill, sunlight bathes your shimmering scales and armor, the warm breeze lifting your spirits. But suddenly, darkness descends, and you lose your footing, falling to the ground. The once-firm earth beneath you turns soft, sticky, and wet—a mound of corpses that begins to engulf you. Desperately, you struggle to free yourself as a voice enters your mind. "Do you not recognize these faces? All these wayward lives you've cut short. What is vengeance if the arbiter can take as they please? Is that righteousness? Is that justice?”
    • Tiamat’s Mask now has 3 charges.
      • Expending a charge turns a missed attack roll into a hit.
      • Expending a charge causes your melee weapon attacks to deal extra damage equal to your Charisma modifier until the end of your turn.
      • Expending a charge turns a 19 into a 20 on any roll.

Siegbert

  • Laughter echoes through the sun-dappled woods near the village, sweat dripping down your brow. The scent of wildflowers mingles with the warm breeze as you clutch a small wooden bear in your clammy palm. With a fishing pole in hand, you race after them, the golden fields stretching endlessly before you, alive with the chorus of crickets.
  • A throng of villagers gather in the town square. Your mother's gentle hand tousles your hair, a silent reassurance amid the crowd's murmurs, while your father nods curtly. You adjust your new uniform, then awkwardly mount the warhorse. The Knight Captain salutes and leads the way. As the trio of horses head towards the city, you look back at the only home you’ve ever known. At least you won’t be alone.
  • Your men gather around a crackling campfire in the dead of night. The mage's fingers dance across the strings of her lute, her laughter mingling with the grumbling of the priest, whose worn features betray his affectionate annoyance. As the recruit peels potatoes with eager but inexperienced hands, you watch from a distance and sigh. It’s nice to have a moment of peace before returning to Shield Hall…you hear a familiar laugh and turn around to look at them.
  • Bathed in the commanding officer's scrutiny, the white-haired woman rises from kneeling and receives her promotion. As you and your comrades bow in reverence, she becomes flustered and punches another knight's arm playfully. She insists she’s just like you. But you know better; despite her efforts, many still see her only as Lord Dhelt's daughter. You catch her gaze softening as she looks at someone next to you. A rare vulnerability flickers in her eyes, almost shy.
  • The dwarf apologizes for the bumpy road as the rickety wagon crawls north towards Triel. You pull out your logbook and neatly record the two crates of shoelaces you've just acquired, then sit up and watch for signs of the village. A common stop along the Dusk Road, the gnome settlement of Dusta typically provides the crimson wax used in Hellrider letter seals, but recent reports have cited supply chain issues due to increased cultist attacks. Slightly concerning but not out of the ordinary.
  • Arcane flames light the dark stairwell, you nod silently as you pass Officer Lao. You've forgotten something in the office. Reaching the third floor landing, the R&D office door is open, Galin looks up from his tinkering and waves. You notice the soft glow of candlelight spilling out from your office door, which is slightly ajar. Strange. Stepping inside, looks like Onthar cleaned up as you requested, but left his dirty mugs. You grumble to yourself and move to pick them up when you hear a loud snore. At your desk, Miri is fast asleep, drooling on a pile of paperwork. She’s still gripping a quill. It's well past curfew.

Chuck

  • Kaddrus reading to you near the fire, Lutecia seated at her desk going over paperwork.
  • Seaside bard college, Volo.
  • Connection to Bane.
  • Zelda walking out, wanted him to claim the inheritance. Father would not approve marriage otherwise. She snaps and all of her stuff disappears from his place.

Demon Ichor

The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.

Flesh Warping Effects
The color of the target's hair, eyes, and skin becomes infernal blue, red, purple or yellow.
The target's eyes push out of its head on the end of stalks.
The target's hands grow claws, which can be used as 1d6 natural weapons.
One of the target's legs grows slightly longer than the other, reducing its walking speed by 10 feet.
The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.
A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.
The target's ears shrivel and close up; the target is deafened.
Two of the target's teeth turn into tusks.
The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
The target's arms and legs switch places, preventing the target from moving unless it crawls.
The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
The target's legs grow incredibly long and springy, doubling their jump range.
The target grows a whiplike tail, which it can use as a whip.
The target's eyes turn black, and it gains darkvision out to a range of 120 feet.
The target bulks up, +2 to a stat.
The target becomes thin and skeletal, -2 to a stat.
The target's head doubles in size.
The target's ears become wings, giving it a flying speed of 5 feet.
The target's body becomes unusually fragile, causing the target to gain vulnerability to bludgeoning, piercing, and slashing damage.
The target grows another set of eyes, causing it to have advantage on saving throws against being charmed, frightened, or stunned.
The target's eyes become slit-pupiled like a cat's, and their movements take on a twitchy, nervous energy. Improved reaction speed, Alert Feat
The target's legs lengthen and develop additional joints, resembling those of a deer or a jackal. +10 movement speed.
The target's fingers elongate and grow tiny barbs, making them resemble the claws of a gecko or spider. Gain a climbing speed.
The target grows small impish wings. Able to hover 5 feet off the ground.
The target's skin shifts in texture and color, appearing like charred wood, frostbitten flesh, or crackling with static electricity, depending on the element.
The target's body becomes rubbery and amorphous, allowing them to swell and distort into a grotesque, monstrous form. Reduce/Enlarge spell for a number of rounds equal to Con mod.
The target's facial features become malleable and plastic-like, allowing them to shift and rearrange their appearance at will. Disguise self 1/day.
The target's skin appears thin and translucent, revealing fragile veins and bones beneath. Vulnerability to a random damage type.
The target emits a faint, unsettling odor and their eyes take on a predatory gleam, making animals wary or aggressive. Disadvantage on Charisma checks.
The target's tongue becomes forked, impairing their speech. They forget their second language.
The target's eyes become clouded, disadvantage on sight related checks.
The target is shadowed by a faint aura of misfortune, causing small objects around them to break or spill unexpectedly. Unlucky: On nat 20s they have to reroll and take the new roll
The target appears lethargic and slow to react, their movements heavy and delayed as if moving through water. Disadvantage on initiative rolls.